using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using System.Threading;

using SquogContentPipeline;
using Squog_1._1.Managers;

namespace Squog_1._1
{
    #region EventHandelers
    //EventHandeler for Pauseing the game
    public delegate void GamePausedEvent(object o, PauseEventArgs e);
    public delegate void GameUnpausedEvent(object o, UnpauseEventArgs e);

    //Arguments for the event handelers
    public class PauseEventArgs : EventArgs
    {
        public PauseEventArgs()
        {}
    }
    public class UnpauseEventArgs : EventArgs
    {
        public UnpauseEventArgs(int SelectionNumber)
        {}
    }
    #endregion

    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        #region Delegates
        //EventHandelers
        public event GamePausedEvent GamePausedDel;
        public event GameUnpausedEvent GameUnpausedDel;
        #endregion

        #region Vars
        public static GraphicsDeviceManager graphics;
        private SpriteBatch spriteBatch;
        private static bool Paused;
        #endregion

        #region Pauseing
        public void Pause()
        {
            if (Paused)
                throw new Exception("Game attempted to pause while paused");

            Paused = true;
            GamePausedDel(this, new PauseEventArgs());           
        }

        public void Unpause()
        {
            if (!Paused)
                throw new Exception("Game attempted to unpause while unpaused");

            Paused = false;
            GamePausedDel(this, new PauseEventArgs());
        }
        #endregion

        #region Initialization
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            Components.Add(new WindowManager(this));
            Components.Add(new DrawManager(this));
            Components.Add(new InputManager(this));

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            //Set the startup setttings
            Paused = false;
            
            base.LoadContent();
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }
        #endregion

        #region Update Loop
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }
        #endregion

        #region Draw Loop
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
        #endregion
    }
}
